Evening everyone, it is that time again. This update may not contain a great quantity of new content but it is now supported by
Nexerelin, a lot of bug fixes, AI improvements, massive optimization (you will really feel it in large fleet battles), polish, balance pass of certain things, and many more tweaks to enhance the gameplay experience.
Some new things you might encounter are a devious campaign interaction location hidden somewhere in the Tasserus system (no not an ExigencyCorp base yet), a new class of fighter, a pair of new weapons, full sets of faction interaction music, and other things.
Also I took to heart many suggestion that LB made one of them being...
Blinking lights on bombsAlso I present the most complex mod weapon ever made, the Repulsor BlasterSo go ahead and grab the new version from original
post and if you have any comments or suggestions please let me know.
Changelog
Spoiler
0.7.1
New content:
- Now supported by the Nexerelin mod.
- Added ship graveyard campaign interaction location to the Tasserus system.
- Added Naithyr class gunship fighter.
- Added the Repulsor Blaster as a medium modular gun.
- Added the Mini Duster Autocannon as a small modular gun.
Balance changes / bug fixes / other random tweaks:
- ExigencyCorp attack fleet spawn rate now scales with the number of markets present (only relevant when many mod factions are installed).
- Changes to many combat scripts so that Exigency weapons / ship systems are compliant with Scy ships and any future mods that use TwigLib.
- Flares no longer trigger the Repulsor / Burst Repulsor activation AI.
- Right-click ship system UI widget should no longer vanish intermittently.
- Irithia class capital ship Tethys Drive right-click system now cannot activate while the vessel is at full burn and it should no longer be possible for recalled vessels to end up on top of ships or asteroids.
- Pergon class cruiser crew requirements raised to 70/130 from 60/120.
- Nasir class light carrier Missile Jammer right-click system activation AI improved and it will no longer show graphics effects on munitions caught in its effective radius that are not supposed to be affected by the jamming field.
- Zephos class destroyer Thalassa Drive right-click system should no longer end up on top of ships or asteroids when teleporting.
- Yria class frigate Reactive Hull right-click system activation AI improved.
- Azata class heavy interceptor main gun now has a 5 degree traverse arc.
- Azazel class heavy fighter max burn stat reduced to 4 from 5.
- Added a new variant of the Kaivor class fighter.
- Added several ship variants.
- Mounting the Azata Minigun on a hidden weapon slot will no longer crash the game.
- Ball Lightning Gun will no longer create false EMP arcs in some situations.
- Mx missiles now self destruct when it is impossible to hit the target they are tracking, this is a nerf via reduced battle saturation that does nothing but block shots and distract PD while not actually doing damage, this also substantially reduces the load on the CPU, and corrected a rare bug where the targeting decisions would get Fubar'd.
- Sidewinder Battery weapon now fires in two round bursts while regenerating ammo with a two round clip instead of one at a time and its AI was changed in the following manners, the missiles now always weave even when no targets are available (range nerf), each subsequent missile now properly alternates weave direction, and if their target is destroyed and no new ones are available it will turn back to the original facing it was fired at, also the animation is now controlled by a script for a more polished look, and corrected a rare bug where the targeting decisions would get Fubar'd.
- Horizon LRM missile second stage is no longer triggered by ships in phase and the hit force of the submunition was reduced to 20 from 30.
- Interceptor PDM missiles now weight EMP damage in their targeting decisions and no longer have their proximity fuze triggered by ships in phase.
- Optimisations, improvements and fixes to many of the scripts that are too numerous to list.
- Small random changes to probably everything in the mod that are so minor as not to be worth mentioning the specifics of.
- Probably some things I don't recall.
New / changed visuals and audio:
- The Exigency engine style for all Exi and AA ships with the exception of fighters was made a bit more subtle.
- Dynamic lighting now interacts with ExigencyCorp ship blinker lights and right-click ship system glows in a more subtle manner.
- Indra class frigate Burst Repulsor ship system charge up stage visuals were adjusted.
- The engine signature colors of all missiles were changed.
- The sprites of all missile and bomb projectiles were improved slightly.
- The Big-Bang Bomb projectile now has a blinking light on it to aid in visual recognition.
- Both The Exigency Corporation and The Ahriman Association now have full sets of faction music for fleet and station interaction.
- Added 'Desolation' campaign song.
- 'Exigency' combat song was remixed.
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Now this update ended up being a bit smaller than I intended as the bug fixes and script improvements really took a long time to find and fix, but I am going to make up for it in the next version. If you want a hint of what will be worked on look no further than the poll at the top of this thread